// Sky Box Pixel Shader

sampler g_TextureSampler : register(s0);

TextureCube g_SkyMap : register(t0);

struct PsInput
{
	float4 P 	: SV_POSITION;
	float3 T 	: TEXCOORD;
};

struct PsOutput
{
	float4 C	: SV_TARGET0;
};

PsOutput main(PsInput input)
{
	PsOutput output = (PsOutput) 0;
	
	output.C = g_SkyMap.Sample(g_TextureSampler, input.T);

	return output;
}